After creating a new HUD blueprint class and calling it to render a translucent material, the material does not render at all. This is not the case with any other Blend Mode when called to render to ...
Setting the values for Fringe Saturation within the Post Process Volume does not seem to have any visual change. The documentation suggests that changing the Fringe Saturation will either increase ...
The Post Process setting "Screen Percentage" does not seem to work at all. After looking at the example provided in the documentation highlighting the Content Examples map with this feature, I was ...
Launching in mobile preview causes QA-Promotion to be very washed out. It is easy to see when viewing the destructible mesh against the horizon. Comparing to mobile preview in 4.14 this does appear ...
When attempting to call a RPC (NetMulticast, in this case) or use an OnRep_ Property, there seems to be a delay between setting the variable and it being replicated. In 4.15, this was around two t ...
Continuation of [Link Removed] Previous ticket addressed the crash. However, it didn't fix the FScoedLevelCollectionContextSwitch to allow for demo commands to be run from Execute Console Commands. ...
When using deferred decals there are artifacts that are caused by the emissive color of the decal when viewing the decals from a low angle. These artifacts appear as thin lines on the edges of the m ...
When the shortcuts for "Grid Size(Position):Decrement/Increment" ( '[' and ']' by default) are used in the main viewport editor, the grid size for a blueprint's viewport are updated as well. Howe ...
Camera offset module of particle system does not work when split screen. It seems that it becomes the same offset as one view. I tried reading the code a bit. I thought it was happening because I ...
Android Volume input events have stopped triggering in 4.20 Tested on Pixel XL (8.0) Also occurring in Main at CL 4309299 ...